603 tiles at 16x16, with importers for RPG Maker MZ, Tiled and Godot.
The part worth showing is the battlement. At 16 pixels a castle is a silhouette, and that silhouette lives in the two rows where the wall turns over. So 3 of the 11 autotile sets here are crenellated: a sunlit merlon cap, its own shaded front, and the notch cut down between them. Two rows rather than one, because a single lit row between a pale walkway and a dark face reads as the boundary between those two, not as a thing standing up.
The rhythm is keyed on the map instead of on the tile. A merlon falls every 4 pixels of map, so a wall ten cells long carries one battlement instead of a stutter every 16 pixels. It runs on the east and west edges as well as the south, because a curtain wall is a closed circuit and a pack that only drew the south face gives you a castle fortified in two directions and a pavement in the other two.
Rest of it: 11 complete 47 mask autotile sets, 18 objects, 2 animated sets.
Disclosure: it's an AI generated asset pack, art and code both.